Produktbild: Extreme Programming Pocket Guide

Extreme Programming Pocket Guide Team-Based Software Development

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

02.09.2003

Verlag

O'Reilly Media

Seitenzahl

112

Maße (L/B/H)

17,4/10,2/0,5 cm

Gewicht

88 g

Sprache

Englisch

ISBN

978-0-596-00485-9

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

02.09.2003

Verlag

O'Reilly Media

Seitenzahl

112

Maße (L/B/H)

17,4/10,2/0,5 cm

Gewicht

88 g

Sprache

Englisch

ISBN

978-0-596-00485-9

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: Extreme Programming Pocket Guide
  • Foreword; Preface; Overview of This Book; Typographic Conventions; Comments and Questions; Acknowledgments; Part I: Why XP?; Chapter 1: Who Cares About Process, Anyway?; Chapter 2: The XP Equation; Chapter 3: XP Values; 3.1 Communication; 3.2 Feedback; 3.3 Simplicity; 3.4 Courage; Chapter 4: Assuming Sufficiency; 4.1 Sufficient Time; 4.2 Sufficient Resources; 4.3 Constant Cost of Change; 4.4 Developer Effectiveness; 4.5 Freedom to Experiment; Part II: Extreme Programming Practices; Chapter 5: Coding Practices; 5.1 Coding Practice 1: Code and Design Simply; 5.2 Coding Practice 2: Refactor Mercilessly; 5.3 Coding Practice 3: Develop Coding Standards; 5.4 Coding Practice 4: Develop a Common Vocabulary; Chapter 6: Developer Practices; 6.1 Developer Practice 1: Adopt Test-Driven Development; 6.2 Developer Practice 2: Practice Pair Programming; 6.3 Developer Practice 3: Adopt Collective Code Ownership; 6.4 Developer Practice 4: Integrate Continually; Chapter 7: Business Practices; 7.1 Business Practice 1: Add a Customer to the Team; 7.2 Business Practice 2: Play the Planning Game; 7.3 Business Practice 3: Release Regularly; 7.4 Business Practice 4: Work at a Sustainable Pace; Part III: XP Events; Chapter 8: Iteration Planning; 8.1 Stories and Tasks; 8.2 Estimates and Schedules; 8.3 The First Iteration; Chapter 9: The Iteration; Chapter 10: Releasing; Part IV: Extreme Programming Artifacts; Chapter 11: Story Cards; Chapter 12: Task Cards; Chapter 13: The Bullpen; Part V: Roles in Extreme Programming; Chapter 14: The Customer; 14.1 Customer Rights; 14.2 Customer Responsibilities; Chapter 15: The Developer; 15.1 Developer Rights; 15.2 Developer Responsibilities; Chapter 16: Supplementary Roles; 16.1 The Tracker; 16.2 The Coach; Part VI: Coding, XP Style; Chapter 17: Do the Simplest Thing That Could Possibly Work; Chapter 18: You Aren't Gonna Need It; Chapter 19: Once and Only Once; Part VII: Adopting XP; Chapter 20: Before You Start; Chapter 21: Eliminating Fear and Working Together; Chapter 22: Starting Feedback; Chapter 23: Including Managers and Customers; Chapter 24: Now That You're Extreme; Part VIII: Further Resources; Chapter 25: XP Resources;